i like the new alpha fixes (0.221) and i wanted to thank you coroner. This game has some uniqe style and flavor tce never had, i think. You are doing a great work. thx 4 that.

the new spawn system has a huge impact on the battle dynamic...at least for the single map we are playing on. Spawning near the comrades inflicts heavy firefights in buildings or other places on the map... till on or more players decide to outflank the enemy and move away ... and spread, so to say. the spwan area over the whole map again....till the next contact emerges. i encountered that last night. and I liked it very much ... if this is,what you had in mind coroner ... i'll take off my hat. if not, and its only a side effect because of the little size of the map - you might consider, to take the respawn behaviour into account, if ( and i hope you will ) you create/release more different gametypes in the future.

greetz from germany

ah... and don't forget to add more screems,newer weaponsounds and dying animations to the game ... and one or more newer, bigger maps would be nice also

The sound gets distorted when someone shoots near you, just like it happened with the bomb explosion in 0.48.

Doesn't it happen IRL then?

Peak clipping. In this case the engine tries to play a sound louder than possible.

Sometimes it happens when the enemy is on a floor above you.

I always wondered why it did that. Are the sample outputs too high? Or is it the engine that's doing that? I would think that you could just master the samples with a lower volume to give the engine some headroom.

first off all, thank you again coroner ( for patch 0.222 ). I like the 1st person dying animation very much, but it's buggy for at least the Berreta sidearm.
>If you die with that pistol aimed, u see ur hands still grapping the pistol, pointing towards the direction u aimed at the moment u got hit... resulting in seeing ur arms with that pistol in ur hands being ' cut off ' while ur view is tumbeling down .

Didn't check all pistols but u may have a look at all of em. Sorry that i wasnt able to take a screen. i got nailed to fast, to hit the print key ... after 2 failed attempts .. i decided to save my score instead of trying to make a pic ... mybee someone elese encountered the same, and is more lucky than i was in taking a screen...but its a behaviour wich can be reproduced!

About the distorted guns sounds,as i know that can be cause the sound bit rate of 3rd person shooting sound.With the sig its easy to notice that. Im gonna try to take some of those sounds to studio and see if i can masterize them.

wall marks -its the amount of time you can see the shots on the walls and objects.Dinamic eye its the lightning intensity.And corona distance ,as the name says its the distance the corona from your view.Something like that.

I have the same doubt, really I don't know what means "corona" in game design, then I can't understand its function - so your explanation didn't sufficient to me (to being short - what is "corona"?)... sorry if this comment isn't propper on this post, but actualy i would like more clean explanations about this game element for us, mere noobs...